Mercurial > skaapsteker
annotate skaapsteker/sprites/player.py @ 336:c8fd82ff0c71
Hook up fire buttons to attack functions. Use correct check for tails. Add skeleton for projectiles.
author | Simon Cross <hodgestar@gmail.com> |
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date | Sat, 09 Apr 2011 12:29:34 +0200 |
parents | c6552e9fc2e1 |
children | a9d760134706 |
rev | line source |
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90 | 1 """Class for dealing with the player""" |
2 | |
3 import pygame.transform | |
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4 import time |
90 | 5 |
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6 from ..sprites.base import find_sprite, TILE_SIZE, PC_LAYER, MONSTER_LAYER |
248 | 7 from ..physics import Sprite |
8 from ..constants import Layers | |
9 from ..data import get_files, load_image | |
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10 from ..engine import PlayerDied, ItemRepopulationEvent |
90 | 11 |
12 | |
13 class Player(Sprite): | |
14 | |
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15 collision_layer = PC_LAYER |
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16 collides_with = set([MONSTER_LAYER]) |
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17 wants_updates = True |
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18 |
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19 block = True |
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20 |
266 | 21 _max_sprint_time = 2 |
22 | |
263 | 23 def __init__(self, the_world, soundsystem): |
90 | 24 Sprite.__init__(self) |
25 self.image = None | |
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26 self.rect = None |
90 | 27 self._image_dict = {} |
263 | 28 self._soundsystem = soundsystem |
29 self._soundsystem.load_sound('yelp', 'sounds/yelp.ogg') | |
120 | 30 self._animation_frame = 0.0 |
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31 self._last_time = time.time() |
90 | 32 # State flags and such |
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33 self.attacking = 0 |
90 | 34 self.running = False |
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35 self.sprinting = 0 |
90 | 36 self.jumping = False |
37 self.flying = False | |
38 self._load_images() | |
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39 self.inventory_image = None |
90 | 40 # We muck with these in load for convience, so ensure they're right |
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41 self.the_world = the_world |
335 | 42 self._me = the_world.fox |
90 | 43 self.set_facing('left') |
44 self.set_image() | |
45 self.set_pos((0, 0)) | |
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46 self._collisions_seen = 0 |
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47 self._last_collide = [] |
90 | 48 self._layer = Layers.PLAYER |
49 | |
50 def set_image(self): | |
335 | 51 key = self._make_key(len(self._me.tails)) |
120 | 52 images = self._image_dict[key] |
53 if self._animation_frame >= len(images): | |
54 self._animation_frame = 0.0 | |
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55 if self.rect: |
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56 cur_pos = self.collide_rect.midbottom |
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57 else: |
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58 cur_pos = (0, 0) |
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59 # TODO: can save a lot of calculation here by caching collision rects |
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60 cand_image = images[int(self._animation_frame)] |
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61 cand_collide_rect = cand_image.get_bounding_rect(1).inflate(-2,-2) |
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62 cand_rect = cand_image.get_rect() |
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63 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom |
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64 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1] |
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65 cand_collide_rect.midbottom = cur_pos |
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66 # We always allow the attacking animation frames |
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67 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not self.attacking: |
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68 return |
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69 self.image = cand_image |
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70 self.collide_rect = cand_collide_rect |
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71 self.rect = cand_rect |
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72 self.rect_offset = cand_rect_offset |
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73 self.init_pos() |
90 | 74 |
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75 def update(self): |
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76 self._touching_actionables = [] |
120 | 77 v_x, v_y = self.velocity |
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78 # Never animate slower than !7 fps, never faster than ~15 fps |
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79 if self.attacking > 0: |
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80 if self._last_time: |
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81 if time.time() - self._last_time > 0.15: |
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82 self._animation_frame += 1 |
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83 self.attacking -= 1 |
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84 self._last_time = time.time() |
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85 else: |
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86 self._last_time = time.time() |
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87 else: |
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88 old_frame = self._animation_frame |
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89 self._animation_frame += abs(v_x) / 300 |
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90 time_diff = time.time() - self._last_time |
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91 if int(self._animation_frame) - int(old_frame) > 0: |
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92 # Check time diff |
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93 if time_diff < 0.10: |
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94 # Delay animation frame jump |
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95 self._animation_frame -= abs(v_x) / 300 |
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96 else: |
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97 self._last_time = time.time() |
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98 elif time_diff > 0.20: |
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99 # Force animation frame jump |
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100 self._animation_frame = old_frame + 1 |
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101 self._last_time = time.time() |
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102 if self.sprinting > 0: |
266 | 103 if (time.time() - self._sprint_start_time) > self._max_sprint_time: |
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104 self.sprinting = 0 |
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105 if abs(v_x) < 80: |
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106 # Clamp when we're not moving at least 5 pixel / s |
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107 self.velocity = (0, v_y) |
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108 if self.sprinting == 1: |
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109 self.sprinting = 0 |
160 | 110 self.running = not self.on_solid # if you're not on something you can't stand |
120 | 111 else: |
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112 self.velocity = (0, v_y) # Standard platformer physics |
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113 if self.sprinting > 0: |
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114 self.sprinting = 1 |
120 | 115 self.running = True |
116 self.set_image() | |
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117 if self._collisions_seen > 2 * len(self._last_collide): |
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118 # Can we find a position "nearby" that reduces the collision |
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119 # surface |
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120 best_move = (0, 0) |
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121 clip_area = 0 |
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122 for obj in self._last_collide[:]: |
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123 if not obj.collide_rect.colliderect(self.collide_rect): |
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124 # Prune stale objects from the list |
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125 self._last_collide.remove(obj) |
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126 continue |
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127 clip = obj.collide_rect.clip(self.collide_rect) |
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128 clip_area += clip.width * clip.height |
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129 if (obj.floor or obj.block) and \ |
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130 clip.width > TILE_SIZE[0] / 2 and \ |
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131 self.collide_rect.bottom < obj.collide_rect.top + TILE_SIZE[1] / 3: |
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132 delta = self.rect.bottom - self.collide_rect.bottom |
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133 self.collide_rect.bottom = obj.collide_rect.top - 1 |
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134 self.rect.bottom = self.collide_rect.bottom + delta |
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135 self.init_pos() |
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136 return # Jump out of this case |
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137 min_area = clip_area |
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138 for attempt in [(0, 2), (2, 0), (-2, 0), (2, 2), (-2, 2)]: |
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139 clip_area = 0 |
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140 for obj in self._last_collide: |
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141 cand_rect = self.collide_rect.move(attempt) |
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142 clip = obj.collide_rect.clip(cand_rect) |
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143 clip_area += clip.width * clip.height |
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144 if clip_area < min_area: |
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145 min_area = clip_area |
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146 best_move = attempt |
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147 elif clip_area == min_area and attempt[1] > best_move[1]: |
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148 # Of equal choices, prefer that which moves us downwards |
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149 best_move = attempt |
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150 self.collide_rect.move_ip(best_move) |
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151 self.rect.move_ip(best_move) |
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152 self.init_pos() |
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153 self._last_collide = [] |
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154 self._collisions_seen = 0 |
116
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155 |
90 | 156 def set_facing(self, new_facing): |
157 self.facing = new_facing | |
158 | |
149
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159 def collided(self, other): |
210 | 160 if self.attacking and hasattr(other, 'damage'): |
161 # FIXME: Check if we're facing the right way | |
162 other.damage(5) | |
271
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163 if other not in self._last_collide and (other.floor or other.block): |
187
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164 self._last_collide.append(other) |
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165 self._collide_pos = self.collide_rect.midbottom |
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166 self._collisions_seen = 0 |
271
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167 elif other in self._last_collide: |
187
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168 self._collisions_seen += 1 |
202
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169 if hasattr(other, 'collided_player'): |
208
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170 other.collided_player(self) |
335 | 171 print 'Health', self._me.cur_health |
208
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172 |
209 | 173 |
208
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174 def damage(self, damage): |
335 | 175 self._me.cur_health -= damage |
263 | 176 self._soundsystem.play_sound('yelp') |
335 | 177 if self._me.cur_health <= 0: |
244
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178 PlayerDied.post() |
187
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179 |
244
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180 def restore(self): |
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181 """Restore player to max health (for restarting levels, etc.)""" |
335 | 182 self._me.cur_health = self._me.max_health |
122
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183 |
90 | 184 def set_pos(self, pos): |
202
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185 self.rect.midbottom = pos[0] * TILE_SIZE[0] + self.rect_offset[0], (pos[1] + 1) * TILE_SIZE[1] + self.rect_offset[1] |
272 | 186 self.collide_rect.midbottom = pos[0] * TILE_SIZE[0], (pos[1] + 1) * TILE_SIZE[1] |
90 | 187 |
102
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188 def action_left(self): |
115 | 189 if self.facing != 'left': |
190 self.facing = 'left' | |
191 self.set_image() | |
269
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192 if self.sprinting > 0: |
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193 self.sprinting = 1 |
266 | 194 self.deltav((-900.0, 0.0)) |
195 else: | |
196 self.deltav((-450.0, 0.0)) | |
197 | |
198 def action_double_left(self): | |
199 # FIXME: Tie this to the tails | |
269
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200 if self.sprinting > 0: |
266 | 201 return |
269
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202 self.sprinting = 2 |
266 | 203 self._sprint_start_time = time.time() |
204 | |
205 def action_double_right(self): | |
269
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206 if self.sprinting > 0: |
266 | 207 return |
269
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208 self.sprinting = 2 |
266 | 209 self._sprint_start_time = time.time() |
90 | 210 |
290
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211 def action_double_up(self): |
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212 pass |
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213 |
102
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214 def action_right(self): |
115 | 215 if self.facing != 'right': |
216 self.facing = 'right' | |
217 self.set_image() | |
269
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218 if self.sprinting > 0: |
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219 self.sprinting = 1 # Flag so stopping works |
266 | 220 self.deltav((900.0, 0.0)) |
221 else: | |
222 self.deltav((450.0, 0.0)) | |
223 | |
102
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224 |
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225 def action_up(self): |
152
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226 if self.on_solid: |
177
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227 self.deltav((0.0, -self.terminal_velocity[1])) |
152
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228 self.on_solid = False |
102
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229 |
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230 def action_down(self): |
273
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231 print self._touching_actionables |
290
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232 if self._touching_actionables: |
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233 self._touching_actionables[0].player_action(self) |
335 | 234 elif self._me.item is not None: |
290
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235 self.drop_item() |
273
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236 |
336
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237 def _bite_attack(self): |
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238 print 'ninja bite attack' |
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239 self.attacking = 2 |
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240 self._last_time = time.time() # Reset the animation clock |
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241 |
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242 def _fireball_attack(self): |
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243 print 'ninja fireball attack attack attack' |
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244 self.attacking = 2 |
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245 self._last_time = time.time() # Reset the animation clock |
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246 |
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247 def _lightning_attack(self): |
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248 print 'thunderbolts and lightning' |
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249 self.attacking = 2 |
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250 self._last_time = time.time() # Reset the animation clock |
102
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251 |
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252 def action_fire1(self): |
336
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253 if "fireball" not in self._me.tails: |
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254 self._bite_attack() |
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255 else: |
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256 self._fireball_attack() |
102
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257 |
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258 def action_fire2(self): |
336
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259 if "lightning" not in self._me.tails: |
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260 self._bite_attack() |
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261 else: |
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262 self._lightning_attack() |
90 | 263 |
264 def _get_action(self): | |
204
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265 if self.attacking: |
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266 return 'attacking' |
269
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267 if (self.sprinting > 0) and self.running: |
266 | 268 return 'sprinting' |
90 | 269 if self.running: |
270 return 'running' | |
271 if self.jumping: | |
272 return 'jumpin' | |
273 return 'standing' | |
274 | |
206
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275 def _make_key(self, tails, action=None): |
90 | 276 if action is None: |
277 action = self._get_action() | |
206
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278 if tails >= 4: |
90 | 279 tails = 4 |
206
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280 elif tails >= 2: |
90 | 281 tails = 2 |
282 return '%s %s %d' % (action, self.facing, tails) | |
283 | |
284 def _load_images(self): | |
158 | 285 for action in ['standing', 'running', 'jumping', 'attacking']: |
90 | 286 for tails in [0, 1, 2, 4]: |
206
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287 directory = 'sprites/kitsune_%s/kitsune_%s_%dtail' % (action, action, tails) |
90 | 288 for facing in ['left', 'right']: |
289 self.facing = facing | |
206
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290 key = self._make_key(tails, action) |
90 | 291 self._image_dict[key] = [] |
292 for image_file in get_files(directory): | |
293 if image_file.startswith('.'): | |
294 # Skip extra junk for now | |
295 continue | |
206
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296 image = load_image('%s/%s' % (directory, image_file)) |
266 | 297 if action == 'running': |
298 sprint_key = self._make_key(tails, 'sprinting') | |
299 if sprint_key not in self._image_dict: | |
300 self._image_dict[sprint_key] = [] | |
301 shockwave = load_image('sprites/kitsune_shockwave.png') | |
302 if facing == 'right': | |
303 shockwave = pygame.transform.flip(shockwave, True, False) | |
90 | 304 if facing == 'right': |
305 image = pygame.transform.flip(image, True, False) | |
306 self._image_dict[key].append(image) | |
266 | 307 if action == 'running': |
308 sprint_image = image.copy() | |
309 sprint_image.blit(shockwave, (0, 0)) | |
310 self._image_dict[sprint_key].append(sprint_image) | |
209 | 311 |
312 | |
296
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313 |
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314 def discard_item(self): |
335 | 315 self._me.item = None |
296
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316 |
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317 |
332
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318 def get_sprite(self, set_level): |
335 | 319 my_item = self._me.item |
290
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320 if my_item is None: |
315
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321 return None |
290
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322 world_item = getattr(self.the_world.items, my_item) |
332
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323 if set_level: |
335 | 324 world_item.level = self._me.level |
332
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325 world_item.pos = [a/b for a, b in zip(self.rect.center, TILE_SIZE)] |
290
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326 sprite_dict = world_item.copy() |
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327 sprite_dict.pop('level') |
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328 sprite_dict['name'] = my_item |
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329 sprite_dict['world'] = self.the_world |
315
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330 return find_sprite(sprite_dict, 'items') |
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331 |
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332 |
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333 def drop_item(self): |
332
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334 sprite = self.get_sprite(True) |
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335 if sprite is None: |
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336 return |
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337 self.discard_item() |
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338 ItemRepopulationEvent.post(sprite) |
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339 |
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340 |
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341 def take_item(self, item): |
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342 self.take_item_by_name(item.name) |
314 | 343 # We create a scaled version of the image for the inventory display |
335 | 344 item.remove() |
315
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345 print "took", item |
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346 |
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347 |
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348 def make_inventory_image(self): |
332
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349 sprite = self.get_sprite(False) |
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350 if sprite is None: |
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351 self.inventory_image = None |
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352 image = sprite.image |
314 | 353 if image.get_width() > image.get_height(): |
354 new_width = 48 | |
355 new_height = int(image.get_height() * (48.0 / image.get_width())) | |
356 else: | |
357 new_height = 48 | |
358 new_width = int(image.get_width() * (48.0 / image.get_height())) | |
359 self.inventory_image = pygame.transform.scale(image, (new_width, new_height)) | |
332
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360 sprite.kill() # ensure we don't leak into the scene at any point |
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361 |
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362 |
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363 def take_item_by_name(self, item_name): |
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364 self.drop_item() |
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365 getattr(self.the_world.items, item_name).level = "_limbo" |
335 | 366 self._me.item = item_name |
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367 self.make_inventory_image() |
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368 |
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369 |
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370 def has_item(self, item): |
335 | 371 return self._me.item == item |
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372 |
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373 |
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374 def add_actionable(self, actionable): |
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375 self._touching_actionables.append(actionable) |
335 | 376 |
377 def eat_aburage(self): | |
378 self._me.tofu += 1 |